FoonLudum Dare ExplorerLD57 → The Depths

The Depths

By digital-bacon

View on ldjam.com

CategoryRankScoreCount
Overall18
Fun18
Innovation18
Theme18
Graphics18
Humor16
Mood18

Comments

ntmalichi 2025-04-21 13:06

I love the artstyle and animations :) On level 4 I got a bug that my submarine spawned inside a wall so I couldn't move, on a second run of the game it didn't happen

It was a fun little game, good job :)

mavrick 2025-04-21 13:15

This felt like playing a demo version of a fully finished game - it's got its own distinct character, just needs content/levels. :)

aweskybear 2025-04-21 16:04

I finished the 4 levels. This was probably the cutest game I've seen in the jam : )))

The polish is very cute - the submarine, the bubbles, all the sprites have this distinct cuteness with them :heart:

I like how you've put the base for a much bigger game - it is polished. Those mechanics can be exploited in many more ways / levels, I am sure. Along with ideas that come for other similar mechanics - like creatures in the depths, etc.

A small feedback would be that the submarine maybe felt a bit slow to me, but that might be just me.

Good job ! : ))

aleksey4adoff 2025-04-21 17:01

Great game! It's a pity that it's very short. I really like the graphics style

static-leap-studios 2025-04-21 18:37

I like the mood and the theme fit very well! Good use of audio assets.

oadt 2025-04-21 19:00

Cute game! Very cool graphics style and I especially liked that you animated the submarine rotating! Gameplaywise I think that you have to salvage the cargo one by one could become a bit annoying in the longer run, but wasn't a problem yet. And the crush depth mechanic seems pretty interesting!

she-wrote 2025-04-21 19:25

The music gives so much life to the game, I’ve rarely seen it used so well! The gameplay is fun, and the tutorial is very well integrated. However, I wish the interpretation of the theme was a bit more unique, since there are so many submarine-based games. Still, I liked it so much I wanted more levels lol. This is a good game. Well done!

ditam 2025-04-21 20:03

Short and fun! Great SFX curation, looks very polished, and I didn't come across any bugs either.

You might as well increase the mine damage, as it is, you really don't need to use torpedoes, you can just truck through everything - even on the last level you'll be left with 1 hp.

As others said, this looks like a good base for a more complex game.

euler-moises 2025-04-21 23:05

Cool little game! Very short, but it got the point across.

I found it very interesting that you used the 1bit palette in reverse. It's usually used with a black background and white lines. I liked this option. It makes the game look more lively.

I imagine that the lack of time prevented the game from having more levels. Let us know if you make more challenges.

Congratulations!

digital-bacon 2025-04-22 11:15

Thanks everyone for playing and leaving your comments!

@ntmalichi : Fixed that bug, the submarine shouldn't get stuck in the wall any more.

@mavrick, @aleksey4adoff: I ran out of time to do more levels -- as it was, I was up well past midnight (on a work night!) getting level 4 "good enough". I've architected it so adding new levels is pretty easy -- just takes time -- but I have a list of mobile enemies and bosses I wanted to add.

@aweskybear : Easy enough to tweak those settings, although I've found if the submarine goes too fast, it becomes really hard to move through narrow spaces in the level.

@static-leap-studios, @she-wrote, @ditam : thanks -- the SFX I've had kicking around for a while, and used them in other projects, while I found the music on [Pixabay](https://pixabay.com/music/video-games-8-bit-retro-game-music-233964/). And ditam, I've upped the damage dealt by the mines on level 4.

@oadt : I started drawing the submarine first, before I knew what I wanted the game to be -- one of those "game jam rules" that I usually don't break. I didn't want to simply flip the submarine around when it turns, so I animated it and learned how much I suck at 3/4 views! Hopefully the animation is fast enough, no-one notices :laughing:

@euler-moises : I spent so much time trying to decide on which way around to do the palette, but eventually settled on the white background because I wanted it to feel "lighter"

mavrick 2025-04-22 11:37

@digital-bacon yeah, that makes sense! I meant demo in a positive way definitely, like the full release is just around the corner with more levels.

codechomper 2025-04-23 12:22

There is a surprising amount of DEPTH to this game even with simple controls and mechanics! I loved the art style and the way the sub drifts a bit after you change direction. I could see this on the PlayDate handheld. Loved it.

digital-bacon 2025-04-23 22:14

Thanks @codechomper !

aizomon 2025-04-25 00:23

Took me a while to pick up the first cargo. The overall aesthetic is very cute! Love it!

ciaranw 2025-04-25 20:42

Cute game, I liked the graphical style and music suited it well! Turns out I have spectacularly poor aim with torpedos though... good job I'm not in the navy, I just used my hull to ram into the mines :P

I liked the tutorial, made it very easy to get into the game, shame you didn't have time to put more levels together, but I enjoyed what I played - nice entry!

digital-bacon 2025-04-25 22:36

Thanks @aizomon and @ciaranw !

stending 2025-04-25 23:01

Extremly clean! Gameplay's top notch, the polish is really great, music's amazing, overall it's a perfect entry! So glad you took the time to finish it and still published it as Extra!

texugo 2025-04-26 01:18

I love the artstyle and the gameplay for this. Is really well polished and fun. Great work!

gustavo-christino 2025-04-26 05:49

:flag_br:

tdgo.png

No geral o jogo me entreteve e me desafiou a pensar um pouco sobre o tipo de escolha difícil que eu teria que fazer em níveis mais complexos.

Foi divertido (a música escolhida combinou com a pegada do jogo e isso animou um pouco as coisas). Quis ter visto mais estágios, mas ainda assim foi bem bacana concluir até o final do quarto estágio.

Um ponto interessante em termos da mecânica de jogo foi precisar estar a certa altura dos objetos coletáveis para que eles pudessem ser pegos, vi que houve um cuidado nesse sentido.

O uso do tema foi OK.

Gostei dos gráficos, são confortáveis e combinam com o tópico do jogo. Quis ver um pouco mais da narrativa dentro do jogo, creio que me daria um pouco mais de conexão (integrando arte e gameplay).

Não creio que a ênfase seja no humor.

A ambientação foi de "desafios rápidos", o que não é um "clima psicológico" em termos muito aprofundados, mas deu para começar a engajar na dinâmica do jogo. Creio que com mais estágios isso se aprofundaria ainda mais.

Acredito que o jogo possa ter potencial para mobile, ao menos para usar como experimento dentro do contexto de reconhecimento de mercado. Trabalharia em uma música própria e na criação de mais algumas dezenas de estágios (com novas mecânicas, como algum tipo de broca vertical e a coleção de alguns itens). Quem sabe um minimapa possa ser liberado ou algo assim (nem que seja após reconhecer mais que 50% do mapa do estágio atual, ou algo assim).

gustavo-christino 2025-04-26 05:51

:flag_us:

tdgo.png

Overall, the game entertained me and challenged me to think a bit about the kind of tough choices I’d have to make in more complex levels.

It was fun (the chosen music matched the game's vibe and helped liven things up). I wanted to see more stages, but it was still pretty cool to reach the end of the fourth one.

One interesting point in terms of gameplay mechanics was having to be at a certain height relative to the collectibles in order to pick them up—I noticed there was careful attention to that detail.

The use of the theme was okay.

I liked the graphics; they’re easy on the eyes and fit the game’s topic. I wanted to see a bit more narrative in the game—I think it would’ve helped me feel more connected (bringing together the art and gameplay).

I don’t think humor was meant to be the focus.

The atmosphere felt like “quick challenges,” which isn’t a deep psychological mood, but it was enough to start getting into the game’s rhythm. I think with more stages, that feeling could grow stronger.

I believe the game could have potential on mobile, at least as an experimental project for market testing. I'd work on a custom soundtrack and add a few dozen more stages (introducing new mechanics, like a vertical drill or collectible items). Maybe a minimap could be added too—perhaps unlocked after exploring more than 50% of the current stage map, or something like that.

lloydlobo 2025-04-26 07:49

Loved the art style at first sight. The submarine is also fun to move, although flipping left and right could be smoother.

I was hoping that it could bob up and down while underwater or sink slowly.

Here are some minor nitpicks: - Needs more feedback sound effects when lifting the cargo, bumping the ocean walls, etc. - Cargo shouldn't sink into the floor when being carried. - More levels, and a change in scene (maybe inverted colors?)

The instructions were well done, and building up skills were handled in a good way. Music gives me Baba Is You vibes. Good choice!

digital-bacon 2025-04-26 11:32

Thanks for the comments!

@stending : I missed LD56 due to illness, so I was determined to get something submitted for 57, even if I didn't have time for the Jam.

@texugo : thanks!

@gustavo-christino : I originally wanted a winch to come out from under the bottom of the submarine to grab the cargo, but (surprise, surprise) didn't have time to implement that, so there are two small collision boxes -- one under the sub, one on top of the crate -- and the sub only grabs the crate when the two overlap. I've been thinking about a narrative, so if I continue, I'll probably add that it. I wasn't really trying for humour or mood, just wanted to get something vaguely playable!

@lloydlobo : the sub changing direction is probably faster than it should be, mainly to hide my crappy pixel art! A lot of the things you mention weren't include due to time limitations. Certainly want more levels, not sure about inverting colours but I'll keep that in mind. Had to look up *Baba is You*'s OST, but I see what you mean.

gustavo-christino 2025-04-26 12:14

Nice.

lloydlobo 2025-04-26 13:07

Yeah, time limitations hinder polish. Inverting color was just on top of my head on how to extend or add boss levels or other levels like speed-runs, defense etc. It could also be changing contrast of either color; tinting the whole theme and keeping the contrast, or changing the temperature. Yeah that OST is still my favorite by an indie developer. PS. Did you know that early prototype of Baba is You was created during a game jam!!

kseniya 2025-04-26 17:09

Nice game

digital-bacon 2025-04-26 21:11

Thanks @kseniya!

@lloydlobo : there's quite a few ways that I could play with colour, even while keeping to my quasi 1-bit style. I'm always impressed by how many successful games started as game jam entries.